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中国大学生样本中游戏障碍、自我补偿动机、心流体验、游戏时长与错失恐惧之间的关系:一项网络分析

Relationship Between Gaming Disorder, Self-Compensation Motivation, Game Flow, Time Spent Gaming, and Fear of Missing Out Among a Sample of Chinese University Students: A Network Analysis.

作者信息

Li Li, Niu Zhimin, Griffiths Mark D, Mei Songli

机构信息

School of Humanities and Social Sciences, Gannan Medical University, Ganzhou, China.

International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, United Kingdom.

出版信息

Front Psychiatry. 2021 Nov 1;12:761519. doi: 10.3389/fpsyt.2021.761519. eCollection 2021.

Abstract

In previous correlational research, the relationship between gaming disorder (GD), compensation motivation, game flow, time spent gaming, and fear of missing out (FoMO) has been examined. However, network analysis has rarely been applied to explore the relationship between GD, self-compensation motivation, game flow, time spent gaming, and FoMO. Therefore, the present study used network analysis to examine the relationship between the aforementioned variables among a sample of gamers. The present study comprised gamers ( = 1,635) recruited from three Chinese universities, who completed an online survey including the Gaming Disorder Test, Self-Compensation Motivation Questionnaire, Game Flow Questionnaire, and Trait-State Fear of Missing Out Scale, as well as four items related to time spent gaming. Self-compensation motivation, game flow, time spent gaming, and FoMO were all significantly and positively associated with GD. In the domain-level and facet-level networks, weekday gaming hours and weekend gaming hours had the strongest edge intensity. The domain-level, facet-level, and item-level networks analysis also showed that GD was connected with self-compensation motivation, game flow, time spent gaming, and FoMO. The network structure demonstrated a significant difference between males and females (2.33 vs. 2.81, = 0.001) using the domain-level network comparison test (NCT). The results suggest that GD is closely associated with self-compensation motivation, game flow, time spent gaming, and FoMO. FoMO and gaming motivation (i.e., self-compensation and game flow) may increase time spent gaming and facilitate GD. Therefore, interventions that decrease game immersion and time spent gaming are likely to decrease GD.

摘要

在以往的相关研究中,已经考察了游戏障碍(GD)、补偿动机、心流体验、游戏时长和错失恐惧(FoMO)之间的关系。然而,网络分析很少被用于探究游戏障碍、自我补偿动机、心流体验、游戏时长和错失恐惧之间的关系。因此,本研究使用网络分析来考察上述变量在一组游戏玩家样本中的关系。本研究招募了来自三所中国大学的1635名游戏玩家,他们完成了一项在线调查,包括游戏障碍测试、自我补偿动机问卷、心流体验问卷、特质-状态错失恐惧量表,以及与游戏时长相关的四个项目。自我补偿动机、心流体验、游戏时长和错失恐惧均与游戏障碍显著正相关。在领域层面和子层面网络中,工作日游戏时长和周末游戏时长的边强度最强。领域层面、子层面和项目层面的网络分析还表明,游戏障碍与自我补偿动机、心流体验、游戏时长和错失恐惧相关。使用领域层面网络比较测试(NCT),网络结构在男性和女性之间显示出显著差异(2.33对2.81,p = 0.001)。结果表明,游戏障碍与自我补偿动机、心流体验、游戏时长和错失恐惧密切相关。错失恐惧和游戏动机(即自我补偿和心流体验)可能会增加游戏时长并促进游戏障碍的形成。因此,减少游戏沉浸感和游戏时长的干预措施可能会减少游戏障碍。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/d8e0/8591052/e841c0f24687/fpsyt-12-761519-g0001.jpg

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